Template:AttackDataHeader-SS2019: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Usage: Added more info to template for even more clarity.)
Line 24: Line 24:
''Everything you need to know about how to enter Frame Data and various information will be listed here. If anything is unclear, please do ask in the Discord before doing any chances you're unsure of!''
''Everything you need to know about how to enter Frame Data and various information will be listed here. If anything is unclear, please do ask in the Discord before doing any chances you're unsure of!''


*'''Damage''': List damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in brackets "[ ]".
*'''Damage''': List damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in parentheses "(Y*Z)".
** Damage value is without scaling, meaning it's done against an opponent that takes 100% damage, such as Haohmaru. (For more information, see [https://wiki.gbl.gg/w/Samurai_Shodown/System_Data#Damage_Scaling_Chart Damage Scaling Chart])
** Damage value is without scaling, meaning it's done against an opponent that takes 100% damage, such as Haohmaru. (For more information, see [https://wiki.gbl.gg/w/Samurai_Shodown/System_Data#Damage_Scaling_Chart Damage Scaling Chart])
**Example: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#5B Darli's 5B] does 110 total damage, and of that 110 damage it's split into 50 for the first hit, then 10 for 6 hits. This would be written as: 110 [50, 10x6]
** If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g: .[https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#n.5C Darli's n.5C] does 225 damage, split into 3 hits of: 150, 50, 25. Written as: 225 (150, 50, 25).
**If the Individual Hits all have same damage values, then just add an asteriskts to denote Multiplication "*". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#5B Darli's 5B] does 110 total damage, and of that 110 damage it's split into 50 for the first hit, then 10 for 6 hits. This would be written as: 110 (50, 10*6), and vice versa if 50 for the last hit and 10 for 6 hits on the first ones "110 (10*6, 50). If the move would only do 10 damage for 6 hits, then you simply just write 60 (10*6).
*'''Guard''': Describe how the attack has to be guarded:
*'''Guard''': Describe how the attack has to be guarded:
**Low: Must hold 1 (Down-Back) to block.
**Low: Must hold 1 (Down-Back) to block.
Line 35: Line 36:
**Write the Numeric Values for these, meaning: "9" and not "Nine" or "9f".
**Write the Numeric Values for these, meaning: "9" and not "Nine" or "9f".
**Do not write a window of frames: e.g. 9~14. The startup frame is the earliest, so you would only write "9". The other frames are just Active Frames (see the section below).
**Do not write a window of frames: e.g. 9~14. The startup frame is the earliest, so you would only write "9". The other frames are just Active Frames (see the section below).
**Super Moves should have their startup written as "1+X" instead of the total though, as the it's meant to convey how many invulnerability frames there are vs that aren't.
*'''Active''': Frames during which the Hitbox of the move is persistent. This means that it can hit the opponent during various different frames.
*'''Active''': Frames during which the Hitbox of the move is persistent. This means that it can hit the opponent during various different frames.
** ''Note: Not all moves have this property, so leave it empty if this does not apply to a move.''
** ''Note: Not all moves have this property, so leave it empty if this does not apply to a move.''
*'''Recovery''': Frames between Hitbox Disappearance (the attack can no longer hit an opponent) and returning to neutral (being actionable). If you're in the Air you write Recovery Frames with brackets "[ ]".
*'''Recovery''': Frames between Hitbox Disappearance (the attack can no longer hit an opponent) and returning to neutral (being actionable). If you're in the Air you write Recovery Frames as "X (Landing Recovery)".
**Recovery can be calculated like this: Recovery = (Total - Startup) - Active + 1.
**Recovery can be calculated like this: Recovery = (Total - Startup) - Active + 1.
**If Recovery is while landing after being airborne: Write "X Landing" to specify it's Landing Recovery.
**If Recovery is while landing after being airborne: Write "X Landing" to specify it's Landing Recovery.
Line 53: Line 55:
**If the move is Plus, write "+X".
**If the move is Plus, write "+X".
**If the move is 0, write "0".
**If the move is 0, write "0".
*'''Guard Dmg''': Total Damage Dealt to Guard Meter. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in brackets "[ ]".
*'''Guard Dmg''': Total Damage Dealt to Guard Meter. Multi-hit moves should list the "Total Guard Damage" and have "Individual Hits" in parentheses "( )".
**This is invisible to the player, so it's hard to know without handy Frame Data documents. But thankfully we have official ones from developers, so no worries.
**If the move have Individual Hits then just add an asteriskts to denote Multiplication "*". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#236S Darli's 236S] does 9 total guard damage and of that 9 damage it's split into 3 for 3 hits. This would be written as: 9 (3*3).
*'''Cancel''': List Frame Cancel Window of the move (example from [[Samurai Shodown V Special/Yoshitora Tokugawa#Frame Data|Samsho 5 Special Wiki]]) if possible, otherwise write "Yes" or "No" in absence of accurate frame data.
*'''Cancel''': List Frame Cancel Window of the move (example from [[Samurai Shodown V Special/Yoshitora Tokugawa#Frame Data|Samsho 5 Special Wiki]]) if possible, otherwise write "Yes" or "No" in absence of accurate frame data.
** Regardless if whiff or on hit, all these counts as cancels and would be written as: "Yes". Otherwise "No" if no cancel is possible.
** Regardless if whiff or on hit, all these counts as cancels and would be written as: "Yes". Otherwise "No" if no cancel is possible.

Revision as of 13:32, 27 January 2023

! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Total ! Hit Adv ! Block Adv ! Guard Dmg ! Cancel ! Recoil ! Deflectable ! Unarmed

Frame Data Referrence

  • Use the Official 2.40 Frame Data Document from SNK (the Developers) themselves! This has all the latest information you need to help fill up missing information. (Do note that it is possible that it might be innacurate, at least damage on rare occasions. So if possible, do try to test it to make sure first before editing!)

Notes:

  • Damage values can sometimes be wrong. Also it seems that they write damage on Rage Specials/Supers with the base damage (meaning not taking into account the x1.2 Rage Damage Multiplier). So if unsure, try to test the damage yourself.
  • Recovery in this document actually means "Total Frames", so don't be confused and assume this is actual "Recovery Frames", cause it's not!
  • Startup Frames sometimes have "~", e.g "9~14". This means that the Startup Frame is 9, and the active frame is up and including the 14th frame. Meaning the move is active on frame: 9-10-11-12-13-14, for a total of 5 Active Frames.

Usage

Everything you need to know about how to enter Frame Data and various information will be listed here. If anything is unclear, please do ask in the Discord before doing any chances you're unsure of!

  • Damage: List damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in parentheses "(Y*Z)".
    • Damage value is without scaling, meaning it's done against an opponent that takes 100% damage, such as Haohmaru. (For more information, see Damage Scaling Chart)
    • If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g: .Darli's n.5C does 225 damage, split into 3 hits of: 150, 50, 25. Written as: 225 (150, 50, 25).
    • If the Individual Hits all have same damage values, then just add an asteriskts to denote Multiplication "*". E.g: Darli's 5B does 110 total damage, and of that 110 damage it's split into 50 for the first hit, then 10 for 6 hits. This would be written as: 110 (50, 10*6), and vice versa if 50 for the last hit and 10 for 6 hits on the first ones "110 (10*6, 50). If the move would only do 10 damage for 6 hits, then you simply just write 60 (10*6).
  • Guard: Describe how the attack has to be guarded:
    • Low: Must hold 1 (Down-Back) to block.
    • Mid: Must hold 1 or 4 (Down-Back or Back) to block.
    • High: Must hold 4 (Back) to block.
    • Unblockable: self-explanatory.
  • Startup: Frames between Attack Activation (when you input the attack) and Hitbox Appearance (earliest moment that the attack can hit an opponent).
    • Write the Numeric Values for these, meaning: "9" and not "Nine" or "9f".
    • Do not write a window of frames: e.g. 9~14. The startup frame is the earliest, so you would only write "9". The other frames are just Active Frames (see the section below).
    • Super Moves should have their startup written as "1+X" instead of the total though, as the it's meant to convey how many invulnerability frames there are vs that aren't.
  • Active: Frames during which the Hitbox of the move is persistent. This means that it can hit the opponent during various different frames.
    • Note: Not all moves have this property, so leave it empty if this does not apply to a move.
  • Recovery: Frames between Hitbox Disappearance (the attack can no longer hit an opponent) and returning to neutral (being actionable). If you're in the Air you write Recovery Frames as "X (Landing Recovery)".
    • Recovery can be calculated like this: Recovery = (Total - Startup) - Active + 1.
    • If Recovery is while landing after being airborne: Write "X Landing" to specify it's Landing Recovery.
  • Total: The total frames the move has from start to finish (from first input > when actionable again).
  • Hit Adv: Frame Advantage on Hit (the time it takes until you are actionable again compared to your opponent).
    • "Hit Advantage" is calculated based on who is actionable first after your move connects, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
    • If the move is Minus, write "-X".
    • If the move is Plus, write "+X".
    • If the move is 0, write "0".
    • If the move causes "Knockdown" then write "KD (+X)", the "X" being how plus you are. Some cases this is not applicable, so it's also fine to just write "KD" if you don't know the frames.
    • Add brackets around frame data "[X]" to indicate vs Unarmed Opponents (this is not a substitute for normal frame data, but an additional one that is written next to it, e.g: "-1" [-2]").
  • Block Adv: Frame Advantage on Block (the time it takes until you are actionable again compared to your opponent).
    • "Block Advantage" is calculated based on who is actionable first after your is blocked, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
    • If the move is Minus, write "-X".
    • If the move is Plus, write "+X".
    • If the move is 0, write "0".
  • Guard Dmg: Total Damage Dealt to Guard Meter. Multi-hit moves should list the "Total Guard Damage" and have "Individual Hits" in parentheses "( )".
    • If the move have Individual Hits then just add an asteriskts to denote Multiplication "*". E.g: Darli's 236S does 9 total guard damage and of that 9 damage it's split into 3 for 3 hits. This would be written as: 9 (3*3).
  • Cancel: List Frame Cancel Window of the move (example from Samsho 5 Special Wiki) if possible, otherwise write "Yes" or "No" in absence of accurate frame data.
    • Regardless if whiff or on hit, all these counts as cancels and would be written as: "Yes". Otherwise "No" if no cancel is possible.
  • Recoil: If a move is blocked, they might have a "Recoil" animation. Fill with "Yes" if it has and "No" if it doesn't.
    • Yes = Recoil Animation / Recoil Cancel is possible
    • No = No Recoil Animation
    • By having a "Recoil" animation when blocked also means it's possible to "Recoil Cancel" with another mean.
  • Deflectable: List whether move is Deflectable (236A+B).
    • Yes = Deflactable
    • No = Not Deflectable
    • Disarm = You are disarmed in the process.
  • Unarmed: Whether a move is usable when Unarmed (no weapon).
    • Yes = Move is usable both Armed and Unarmed.
    • No = Move is unusable while Unarmed.
    • Only = Move is only usable while Unarmed.